/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana World is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "engine.h"
#include <list>
#include <sstream>
#include <guichan/imagefont.hpp>
#include <guichan/widgets/label.hpp>
#include "being.h"
#include "floor_item.h"
#include "game.h"
#include "graphics.h"
#include "log.h"
#include "main.h"
#include "map.h"
#include "sound.h"
#include "graphic/spriteset.h"
#include "gui/gui.h"
#include "gui/minimap.h"
#include "gui/windowcontainer.h"
#include "resources/image.h"
#include "resources/iteminfo.h"
#include "resources/itemmanager.h"
#include "resources/mapreader.h"
#include "resources/resourcemanager.h"
extern Being *autoTarget;
extern Graphics *graphics;
extern Minimap *minimap;
extern Spriteset *hairset, *playerset;
extern std::list<FloorItem*> floorItems;
char itemCurrenyQ[10] = "0";
int camera_x, camera_y;
gcn::Label *debugInfo;
std::map<int, Spriteset*> monsterset;
ItemManager *itemDb; /**< Item database object */
char hairtable[16][4][2] = {
// S(x,y) W(x,y) N(x,y) E(x,y)
{ { 0, 0}, {-1, 2}, {-1, 2}, { 0, 2} }, // STAND
{ { 0, 2}, {-2, 3}, {-1, 2}, { 1, 3} }, // WALK 1st frame
{ { 0, 3}, {-2, 4}, {-1, 3}, { 1, 4} }, // WALK 2nd frame
{ { 0, 1}, {-2, 2}, {-1, 2}, { 1, 2} }, // WALK 3rd frame
{ { 0, 2}, {-2, 3}, {-1, 2}, { 1, 3} }, // WALK 4th frame
{ { 0, 1}, { 1, 2}, {-1, 3}, {-2, 2} }, // ATTACK 1st frame
{ { 0, 1}, {-1, 2}, {-1, 3}, { 0, 2} }, // ATTACK 2nd frame
{ { 0, 2}, {-4, 3}, { 0, 4}, { 3, 3} }, // ATTACK 3rd frame
{ { 0, 2}, {-4, 3}, { 0, 4}, { 3, 3} }, // ATTACK 4th frame
{ { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 1st frame
{ { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 2nd frame
{ { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 3rd frame
{ { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 4th frame
{ { 0, 4}, {-1, 6}, {-1, 6}, { 0, 6} }, // SIT
{ { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0} }, // ?? HIT
{ { 0, 16}, {-1, 6}, {-1, 6}, { 0, 6} } // DEAD
};
int get_x_offset(Being *being)
{
int offset = 0;
char direction = being->direction;
if (being->action == Being::WALK)
{
if (direction != Being::NORTH && direction != Being::SOUTH)
{
offset = (get_elapsed_time(being->walk_time) * 32) / being->speed;
if (offset > 32) offset = 32;
if (direction == Being::WEST || direction == Being::NW ||
direction == Being::SW) {
offset = -offset;
offset += 32;
}
else {
offset -= 32;
}
}
}
return offset;
}
int get_y_offset(Being *being)
{
int offset = 0;
char direction = being->direction;
if (being->action == Being::WALK)
{
if (direction != Being::EAST && direction != Being::WEST)
{
offset = (get_elapsed_time(being->walk_time) * 32) / being->speed;
if (offset > 32) offset = 32;
if (direction == Being::NORTH || direction == Being::NW ||
direction == Being::NE) {
offset = -offset;
offset += 32;
}
else {
offset -= 32;
}
}
}
return offset;
}
Engine::Engine():
mCurrentMap(NULL)
{
// Initializes GUI
debugInfo = new gcn::Label();
// Oh, come on guichan folks, how useful is it to have a single widget gui?
// (Well, the BasicContainer interface isn't that much more useful... ;)
dynamic_cast<WindowContainer*>(gui->getTop())->add(debugInfo);
// Load the sprite sets
ResourceManager *resman = ResourceManager::getInstance();
Image *npcbmp = resman->getImage("graphics/sprites/npcs.png");
Image *emotionbmp = resman->getImage("graphics/sprites/emotions.png");
Image *weaponbitmap = resman->getImage("graphics/sprites/weapons.png");
Image *itembitmap = resman->getImage("graphics/sprites/items.png");
if (!npcbmp) logger->error("Unable to load npcs.png");
if (!emotionbmp) logger->error("Unable to load emotions.png");
if (!weaponbitmap) logger->error("Unable to load weapons.png");
if (!itembitmap) logger->error("Unable to load items.png");
npcset = new Spriteset(npcbmp, 50, 80);
emotionset = new Spriteset(emotionbmp, 30, 32);
weaponset = new Spriteset(weaponbitmap, 160, 120);
itemset = new Spriteset(itembitmap, 32, 32);
npcbmp->decRef();
emotionbmp->decRef();
weaponbitmap->decRef();
itembitmap->decRef();
attackTarget = resman->getImage("graphics/gui/attack_target.png");
if (!attackTarget) logger->error("Unable to load attack_target.png");
// Initialize item manager
itemDb = new ItemManager();
}
Engine::~Engine()
{
// Delete sprite sets
std::map<int, Spriteset*>::iterator i;
for (i = monsterset.begin(); i != monsterset.end(); i++)
{
delete (*i).second;
}
monsterset.clear();
delete npcset;
delete emotionset;
delete weaponset;
delete itemset;
attackTarget->decRef();
delete itemDb;
delete debugInfo;
}
Map *Engine::getCurrentMap()
{
return mCurrentMap;
}
void Engine::changeMap(const std::string &mapPath)
{
Map *newMap = MapReader::readMap(mapPath);
if (!newMap) {
logger->error("Could not find map file");
}
std::string oldMusic = "";
if (mCurrentMap) {
oldMusic = mCurrentMap->getProperty("music");
delete mCurrentMap;
}
std::string newMusic = newMap->getProperty("music");
if (newMusic != oldMusic) {
newMusic = std::string(TMW_DATADIR) + "data/music/" + newMusic;
sound.playMusic(newMusic.c_str(), -1);
}
mCurrentMap = newMap;
minimap->setMap(mCurrentMap);
}
void Engine::logic()
{
// Update beings
std::list<Being*>::iterator beingIterator = beings.begin();
while (beingIterator != beings.end())
{
Being *being = (*beingIterator);
being->logic();
if (being->action == Being::MONSTER_DEAD && being->frame >= 20)
{
delete being;
beingIterator = beings.erase(beingIterator);
}
else {
beingIterator++;
}
}
}
void Engine::draw()
{
// Get the current mouse position
int mouseX, mouseY;
SDL_GetMouseState(&mouseX, &mouseY);
int midTileX = graphics->getWidth() / 32 / 2;
int midTileY = graphics->getHeight() / 32 / 2;
int map_x = (player_node->x - midTileX) * 32 + get_x_offset(player_node);
int map_y = (player_node->y - midTileY) * 32 + get_y_offset(player_node);
if (map_x < 0) {
map_x = 0;
}
if (map_y < 0) {
map_y = 0;
}
if (mCurrentMap) {
if (map_x > (mCurrentMap->getWidth() - midTileX) * 32) {
map_x = (mCurrentMap->getWidth() - midTileX) * 32;
}
if (map_y > (mCurrentMap->getHeight() - midTileY) * 32) {
map_y = (mCurrentMap->getHeight() - midTileY) * 32;
}
}
camera_x = map_x / 32;
camera_y = map_y / 32;
int mouseTileX = mouseX / 32 + camera_x;
int mouseTileY = mouseY / 32 + camera_y;
sort();
frame++;
// Draw tiles below nodes
if (mCurrentMap != NULL)
{
mCurrentMap->draw(graphics, map_x, map_y, 0);
mCurrentMap->draw(graphics, map_x, map_y, 1);
}
// Draw items
for (std::list<FloorItem*>::iterator i = floorItems.begin(); i != floorItems.end(); i++)
{
FloorItem *floorItem = (*i);
if (itemDb->getItemInfo(floorItem->getItemId())->getImage() > 0) {
Image *image = itemset->spriteset[itemDb->getItemInfo(
floorItem->getItemId())->getImage() - 1];
graphics->drawImage(image,
floorItem->getX() * 32 - map_x,
floorItem->getY() * 32 - map_y);
}
}
// Draw nodes
for (std::list<Being*>::iterator i = beings.begin(); i != beings.end(); i++)
{
Being *being = (*i);
unsigned char dir = being->direction / 2;
int x = being->x * 32 - map_x;
int y = being->y * 32 - map_y;
int frame;
switch (being->getType())
{
// Draw a player
case Being::PLAYER:
being->text_x = x + get_x_offset(being);
being->text_y = y + get_y_offset(being);
if (being->action == Being::SIT || being->action == Being::DEAD)
{
being->frame = 0;
}
frame = being->frame + being->action;
if (being->action == Being::ATTACK)
{
if (being->getWeapon() > 0)
frame += 4 * (being->getWeapon() - 1);
}
graphics->drawImage(playerset->spriteset[frame + 16 * dir],
being->text_x - 16, being->text_y - 32);
if (being->getWeapon() != 0 && being->action == Being::ATTACK)
{
Image *image = weaponset->spriteset[
16 * (being->getWeapon() - 1) + 4 * being->frame + dir];
graphics->drawImage(image,
being->text_x - 64, being->text_y - 80);
}
if (being->getHairColor() <= NR_HAIR_COLORS)
{
int hf = being->getHairColor() - 1 + 10 * (dir + 4 *
(being->getHairStyle() - 1));
graphics->drawImage(hairset->spriteset[hf],
being->text_x - 2 + 2 * hairtable[frame][dir][0],
being->text_y - 50 + 2 * hairtable[frame][dir][1]);
}
if (being->emotion != 0)
{
graphics->drawImage(
emotionset->spriteset[being->emotion - 1],
being->text_x + 3, being->text_y - 90);
}
if (being != player_node)
{
graphics->setFont(speechFont);
graphics->drawText(being->getName(),
being->text_x + 15, being->text_y + 30,
gcn::Graphics::CENTER);
graphics->setFont(gui->getFont());
}
break;
// Draw a NPC
case Being::NPC:
graphics->drawImage(npcset->spriteset[being->job - 100],
x - 8, y - 52);
break;
// Draw a monster
case Being::MONSTER:
if (being->frame >= 4)
{
being->frame = 3;
}
being->text_x = x - 42 + get_x_offset(being);
being->text_y = y - 65 + get_y_offset(being);
frame = being->frame + being->action;
if (being->action == Being::MONSTER_DEAD) {
graphics->drawImage(
monsterset[being->job - 1002]->spriteset[dir + 4 * Being::MONSTER_DEAD],
being->text_x + 30, being->text_y + 40);
}
else {
graphics->drawImage(
monsterset[being->job-1002]->spriteset[dir + 4 * frame],
being->text_x + 30, being->text_y + 40);
if (being->x == mouseTileX && being->y == mouseTileY)
{
graphics->drawImage(attackTarget,
being->text_x + 30 + 16, being->text_y + 32);
}
}
if (being->action != Being::STAND) {
being->frame =
(get_elapsed_time(being->walk_time) * 4) / (being->speed);
if (being->frame >= 4 && being->action != Being::MONSTER_DEAD) {
being->nextStep();
}
}
break;
/*
// Draw a warp (job == 45)
case Being::WARP:
break;
*/
// No idea how to draw this ;)
default:
break;
}
// nodes are ordered so if the next being y is > then the
// last drawed for fringe layer, draw the missing lines
}
// Draw tiles below nodes
if (mCurrentMap != NULL)
{
mCurrentMap->draw(graphics, map_x, map_y, 2);
}
// Find a path from the player to the mouse, and draw it. This is for debug
// purposes.
if (displayPathToMouse && mCurrentMap != NULL)
{
std::list<PATH_NODE> debugPath = mCurrentMap->findPath(
player_node->x, player_node->y,
mouseTileX, mouseTileY);
while (!debugPath.empty())
{
PATH_NODE node = debugPath.front();
debugPath.pop_front();
int squareX = node.x * 32 - map_x + 12;
int squareY = node.y * 32 - map_y + 12;
graphics->setColor(gcn::Color(255, 0, 0));
graphics->fillRectangle(gcn::Rectangle(squareX, squareY, 8, 8));
MetaTile *tile = mCurrentMap->getMetaTile(node.x, node.y);
std::stringstream cost;
cost << tile->Gcost;
graphics->drawText(cost.str(), squareX + 4, squareY + 12,
gcn::Graphics::CENTER);
}
}
// Draw player speech
for (std::list<Being*>::iterator i = beings.begin(); i != beings.end(); i++)
{
Being *being = (*i);
being->drawSpeech(graphics);
}
if (autoTarget)
{
if (autoTarget->getType() == Being::PLAYER)
{
graphics->drawText("[TARGET]",
autoTarget->text_x + 15,
autoTarget->text_y - 60,
gcn::Graphics::CENTER);
}
else
{
graphics->drawText("[TARGET]",
autoTarget->text_x + 60,
autoTarget->text_y,
gcn::Graphics::CENTER);
}
}
#ifdef DEBUG
std::stringstream debugStream;
debugStream << "[" << fps << " fps] " << mouseTileX << ", " << mouseTileY;
if (mCurrentMap != NULL)
{
debugStream
<< " [music: " << mCurrentMap->getProperty("music") << "]"
<< " [minimap: " << mCurrentMap->getProperty("minimap") << "]";
}
debugInfo->setCaption(debugStream.str());
debugInfo->adjustSize();
#endif
gui->draw();
}